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Let us know what you'd like in v1.03

Let us know what you'd like in v1.03

Wow.  We're just so happy that people are liking the game.  We're also happy that the reviews are coming out very positive so far.  And, well, we're definitely happy with the sales.  It's doing even better than Galactic Civilizations II did which was really well.

Here's our upcoming schedule:

  1. Get a v1.03 update out
  2. Make Demo
  3. Start work on v1.04

We hope to get v1.03 out by the end of the month (no promises though). Ironclad (and Stardock) are pretty exhausted from the final weeks of effort and the first week of launch so resting will be done. :)

So think of v1.03 as a few key tweaks that you think would really make the game more enjoyable not just for you but other people.

Here's an example of things we're talking about right now:

  • Updated AI players
  • More Game Speed Options
  • More aggressive AI players replacing dropped players (i.e. active AI)
  • AI surrendering
  • Improvements to ICO
  • Unit cap increases

We have lots of ideas. But the key thing to remember, we want to get 1.03 out this month if possible. So sure, we can all imagine things like random events or fancier diplomacy or other things of that nature but those would take far too long to get into the game.

 

556,225 views 1,040 replies
Reply #601 Top
3. Diplomacy appears unfinished. Inevitably attacking trade ships will quickly eliminate any reputation gained from doing quests. This makes it difficult to maintain peace with the AI. There is too little to do in the diplomacy window. I would like to see more options available to flesh out the AI, even the option to force tribute payments from oppressed civilizations.
End of quote


I want to add to the diplomacy thing that it would be nice to give the AI Quests, too. For example: "Attack World" or "Go to War with...". For Money/Res or if the reputation is good enough even for free.

It would also be nice if the quest make a difference between: "I force you to do.." and "It would be nice if you do me a favor!". If i force the weak i loose reputation. If the AI wants it from me: if i deny a bidding = no reputation loss. If i deny a demand/urgent bidding = reputation loss.
Reply #602 Top
although i see what people are complaining about regarding siege frigates, the solution to nerf them could easily result in players having the converse response when on the offensive ("my siege frigates don't last long enough to take the planet").

i suggest having a toggle option in the siege frigate tactics menu that would allow for two types of attack. you could call the button light/heavy, humane/drastic or my personal favorite: subatomic/nuclear.

The first option (subatomic) would essentially be a "nerfed" version of the current system. it would take a bit longer (or require more frigates) than it does now. but the second option (nuclear) would be a more desperate and devastating assault. i would recommend actually increasing the effectiveness of siege frigates for this option. the drawback is that the planet's biosphere will be damaged. post-invasion colonization will be much more difficult, costly, or cannot be accomplished for some period of time (and perhaps in later versions the planet could even disintigrate).

AI would need to be instructed to only use nuclear if in desperate need (say if the enemy player's reinforcements translate insystem) or if under an aggresive personality.

This is off the top of my head, but with some planning I think this could ultimately please both camps on the siege friagte controversy.
Reply #603 Top
oh I just thought of something; you know that little window on the right when you put your cursor over a unit ... there should be a way to sticky that little window when your cursor is gone ... it might already be in the game and I just missed it ... but it would be really useful to be able to monitor a ship in that window while I go off to do some other stuff...
Reply #604 Top
I would like the Ability to host games :)
Reply #605 Top

Okay, frogboy... There is just ONE single thing i want in 1.03, ignoring all others. I realized this after some more gaming.

I BADLY want a simple checkbox..
"Teams start together"
PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE!!

As it is now, teamgames are utterly pointless in anything with more than 1 star..
Why deny me the joy of a map with 2v2v2, where each team starts around their own star?
Few players online are willing to keep joining a game 7 times before the randomness acts in your favor.

And you know how fun it is to start alone in a starsystem with 2 teamed enemies?
The randomness has to get some reasonable limits, it just isnt fun when it comes to team play..
End of quote


Quote because this isn't getting mentioned enough. The game has other issues but this has got to be the one affecting me the most right now.

Reply #606 Top

Capital Ships ONLY MP mode


I played single player game and just built capital ships to get a achievement. It was a Tempest Map with 26 planets.
At the end, it turned out to be a totally different game experience. 3 Hard AI were bashing me with huge fleets where I had to fortify all the planets to buy time for my groups of capital ships to move in, to defend the planet.

I hope there is a Capital Ship ONLY mode in MP game where you can only make 3~4 of each capital ships (or player can adjust how many each you can make, like 5X, 7X each in huge maps). (if not I am sure players will only spam carriers)
Reply #607 Top
if a terran planet keeps geting bombarded, eventuall the quality should degrade (for the other planet types too) to desert, to volvanic (or ice planet for a nuclear winter), contested planets constantly being assulted would suffer on a planetary scale.
Reply #608 Top
I like all of the ideas posted by frogboy, and would like to add just one more. Increase the PJI's radius to that of the gravity well of its planet and buff it to something more useful like a minute or so of not being able to jump possible have a system of stacking higher time delays through research, but it should at least cover the entire gravity well.
Reply #609 Top
Advanced cinematic camera that does this:

1. If any of your ships are in combat
-Camera randomly and periodically switches zoomed in views of ships in combat
-Camera randomly and periodically switches to a static zoomed in view facing the combat from various random angles

2. If none of your ships are in combat

-Camera randomly and periodically switches zoomed in views of any of your ships
-Camera randomly and periodically switches to a static zoomed in view facing any of your ships
Reply #610 Top
Diplomacy - Would it be more logical to have a system where you start out with something like a 25% approval rating or so with the AI, and originally start with small missions like - Give X resources to us/team... - with only a small decrease in friendship if you do not complete the missions. When you get past, say, 50%, the missions get harder and you lose more friendship, and once past 75%, well, lets say thats when the - Kill X ships/structures of enemy - diplomacy comes in. This would get rid of early game problems, and allow the player to actually (possibly) be able to FIND the AI they are being asked to destroy. The original way seems a little off. I mean, do you go to somebody you just met and go, "Hey, can you go and infiltrate this facility that you have never seen of or heard of, and destroy these things. If you don't, its war. Have a nice day. It just doesn't seem right.

Also, I had an idea for the siege frigate stuff (and it works for other things too). Say, for instance, that an enemy fleet pops in on your planet and manages to destroy most of the major defenses on that side of the planet, then they destroy the colony on the planet. However, your influence on the planet is strong, and they can't colonize it. One of your fleets jumps in and manages to chase out the enemy fleet. You send in a colonizer ship and re-colonize the planet. I was thinking, rather than having structures destroyed when the colony is destroyed, they go into a sort of "stand-by" mode. If you manage to re-colonize the planet, you can pay a certain percentage of their original cost and "re-activate" them. If the enemy colonizes there, however, they self-destruct, and the enemy can't use them. It could be like a tech or something to have them go into stand-by.

I was just thinking they may be cool ideas. I hope no one has posted them before, because I was too lazy to look through 13 pages of creative feedback ;p .

Edit: Sorry folks, this would be more for a 4.0 patch, since 3.0 is more technical. Oh well...
Reply #611 Top
I don't know if I am lame for suggesting this since no one has ever really mentioned it but here goes anyway.

I would really love it if I were able to subdivide my fleet into several groups, perhaps with corresponding buttons when you have that fleet selected. I know you can bind up to 10 groups using the ctrl+# but those are generally used to bind full fleets (at least for me).

What I'm getting at is that as the fleets get numerous and large, it would be nice to be able to quickly select groups within the fleet so that fighting big battles feels like less of a cluster**** =) If i have a fleet of 50 illuminators, 8 guardians, 8 drones and a capital ship, it would really be nice if I could sub divide that into groups. Say i wanted 2 group of 25 illuminators so that I could quickly split my group between 2 targets. or 2 groups of 25 illuminators + 3 guardians so that I can flank an enemy without having to manually split my groups and support ships up on the fly.

I know I can make my fleet ctrl+1 then create some subdivisions with ctrl + 2-10 but i'll pretty quickly run out of bindings with only 10 to use between all fleets and subdivisions. Never mind the scouts I try to hotkey since I easily forget about them and they just sit in a gravity well getting owned by ship X while I'm oblivious ><

So yeah, I think it would be great if any given fleet had a few subdivision options/buttons to use (those fleet 'star' markers could be used in a different color for subdivisons!? that'd be nice!) . Besides being handy, seems like it would open up more strategic options ... but maybe I'm just retarded. I'll admit, I've never been very fast at managing lots of units in RTS. I know what I want to do, I'm just not very good at manipulating large bodies of units on the fly accurately.

Anyway, just an idea. Maybe some feel that is just part of RTS type games - I'd sure enjoy more control at any level when I'm managing hundreds of ships though.
Reply #612 Top
My copy of SOASE finally arrived today, and I have a fairly simple feature request: there needs to be a sensitivity slider for rotation. As an old Homeworld player, the rotation feels just a bit too fast. Not enough to really hurt the game, but enough to make me think that a "Rotation Sensitivity" slider beneath the "Zoom Sensitivity" slider would be a really nice touch.
Reply #613 Top
Third time to post something but found a small set of tweaks I feel are important:
-Tab through units works to tab through units of same type if the units selected are all of the same type

-Option to turn off autouse of abilities by default

-Group activation/deactivation of autouse abilities (instead of having to control each one manually)

-Group use of abilities where when using an ability manually the computer chooses one randomly with enough antimatter and no cooldown. That way you are not ONLY using the abilities currently selected ship from the group. (may already be implemented but not noticed)

Basically...don't make micro so hard to want to use!
Reply #614 Top
 :HOT: I'd like to see cooldown timers for special abilities. A greyed out button that 'ungreys' as the cooldown progresses or a numerical countdown would be nice.

 :D  Jump supression feilds that cover the whole gravity well. The delay they give is fine with me. No need to change that IMO.

 :D  Starting neutral with other factions would make diplomacy better.

 :D  Rather than just saying that there isn't enough support, I'd like it say say how many more you still need. A fraction like "5 of 12" or 5/12. Something like that.

 :HOT:  A fighter control button to let me grab all friendly fighters in the gravity well so I can send them at priority targets like siege frigates.

 :CONGRAT:  The ability to toggle off the auto-follow. I HATE my POV being dragged away by some damned fighter.

 :D  Mouse over info on all buttons and a toggle on and off for after you've memorized everything.

 :D  An in-game database for all three factions tech and ships that you can get to during game play.

 :LOL:  A friggin real-time clock in the upper right-hand corner and an alarm feature!!!

 :D  Make superweapons unique so only one can be built.

 :D  A bunch of different combat musics. The current one is beginning to get annoying. Have the game assign a random combat theme for each fight so as you bounce between fights, each fight has it's own theme. Also, it should remember the theme so it doesn't change each time you caome back.

 :D  An MP3 player so I can import my own battle music!!!
Reply #615 Top
Not sure if anyone else said this, and I'm not reading 614 post to find out, but I'd like stars to have have MUCH bigger gravity wells. 1) Because they're important battlefields, and 2) because they ought to since they're thousands of times bigger planets. Oh and I guess I'd like gas giants to have bigger gravity wells because of number 2 as well.
Reply #616 Top
Multiple Victory Conditions - Everything now is just wipe out the other player. Add in tech victory condition, diplomatic victory condition, or economic victory conditions.

Allowing random maps to be generated with multiple stars.
Reply #617 Top
More units! AI behaviour variety and using various fleet compositions, or even multiple fleets instead of just a big fleet of frigates.

There is one behaviour which is very silly. If the AI faces a superior force it retreats. Fine. But if there is a superior force waiting at the other side as well then it starts to play ping pong between the two nodes. It should pick a node and DO something. Stand and fight, try to break through. Anything but ping pong!
Reply #618 Top
Also I noticed the AI does not use everything a player might do. It should change tactics and research and develop more things as the player forces develop at least.

Finally I agree with an early post. Why are ALL small race planets hostile? I understand the main opponents could be but there is no need for every minor race on a map being hostile. They should be a mixture. Some hostile. Some neutral. Some even offering to be friends? It kind of lessens the interest in the diplomatic and political research tree since everybody starts off hostile anyway.

Finally finally, for multiplayer add the option to allow players to choose their starting location (to an extent). This can be helpful for team vs team if you want to start reasonably close to your ally!
Reply #619 Top
I must say the game is waaay more intense since the BETA :) But the beginning of the game (i've played all 3 races) usually sees me building up heavy defenses and keep my fleets at these choke point while we beat back attack after attack - the AI need to go and attack each other - why they want to pick on me :). LOL.

After I beat them back for a number of hours - I eventual build a big enough Fleet to start tacking out there cap ships - maybe one or 2 here and there and use the pirates to harass them a bit. Then I send one of my fleets to one of their home planets and give them a taste of revenge. Once I plow through one of their systems - not capturing just destruction, It makes at least one of them back off so that I have time to focus on the others.

I would like to see the other fleets spend some time hitting one another - provided it does not make the game too easy. All in all am enjoying it. also - defenses need to be better capable of handling siege frigates. Seriously - if not else the defense turrents should pound Siege frigates - maybe increase the fire rate - if I have 10 of these and they attack head on they should barely hit my planet.
Reply #620 Top
@ Darkside, best solution i've found to the "AI Gangs Up on Me" problem was to play FFA but with locked teams and each AI in its own team. Then they'll happily slaughter eachother aswell as you. It really deminishes the early gangbang issue. However it nullifies any diplomatic scheming you might want to do...
Reply #621 Top

My copy of SOASE finally arrived today, and I have a fairly simple feature request: there needs to be a sensitivity slider for rotation. As an old Homeworld player, the rotation feels just a bit too fast. Not enough to really hurt the game, but enough to make me think that a "Rotation Sensitivity" slider beneath the "Zoom Sensitivity" slider would be a really nice touch.
End of quote


Just to clarify, I meant camera rotation.
Reply #622 Top
Add a toggleable option to remove cap limits altogether. Seriously, it is misleading advertising to claim "limits are hardware only" when in fact there are artificial caps placed on unit numbers.
Reply #623 Top
1. let us select our own sky boxes for random maps
2. give the AI the ability to give up
3. make the fights a bit more interesting, the ships are just standing there and shooting without flying around
4. you can start the game on easy, kill almost every enemy, save, then resume the game on hard and win.
5. let us select our own sky boxes for random maps
Reply #624 Top
Ahem, since all aspects of the user interface in this game needs to be as good as possible to manage the size of this game, I think you should turn "Auto Join Fleet" off for ships/frigates built.

Even better, make it so that each frigate/capital factory has an tactical menu for adjusting the tactical standpoint in the ships being built. !


EDIT: Now stop it, I will go totally apeshit if my fleets are moving parts of itself into unfavorable positions while I manage something else/another battle! X-(
Reply #625 Top
This one I think should be considered as a basic design decision for all future and previous content: for everything you add in future or past, where possible add it as a toggle! Ability to turn things on and off in a setup screen, for both single player and multiplayer.

Seriously this could save a lot of arguing on the forums and make for a much more customised gaming experience where people can tune things to how they like. Just add toggles for most things you can!